The Dresh Plantations
Once the fetid swampland of Moeras, and the home of their servile farming projects, the collapse of the empire and dramatic changes to its weather have transformed the Dresh Plantations. Significant climate changes caused by the Kraken's presence on the southern shores have caused the intense rain patterns affecting the plantations to subside. While the air and temperature remains hot, the water from the swamplands has drained. The result has meant better farming opportunities for large groups of people, who have traded in tobacco and sugar and cinnamon for rice, wheat, maze.
This in turn has resulted in a significant uptick in the population of the Dresh Plantations, alongside massive immigration from the Sinking nation of Moeras, and the intense tyranny of Virthal. The individual towns of the Dreshlands have resisted any form of unification however, remaining independent from one another existing in little more than a series of feudal farming states. Individual dukes and barons claiming heraldry from the old Moerasian empire or from the old Yadisian government
The area surrounding the Dresh Plantations once belonged to a sprawling empire that fractured between Derro, Dwarves and Hobgoblins before the eventual conquest of Moeras. Their ruins still exist within the three great mountain ranges that surround the core settlements of the region. The other old power in the region is Rhest, a mostly abandoned city north of the Dresh Plantations where a minor kingdom once resided. Economic stagnation and starvation destroyed this kingdom far more than any goblin army, and the ruins have been abandoned for close to 500 years.
The Dresh Plantations has so far avoided subjugation from the Kraken's forces by virtue of being significantly inland, and possessing a number of natural defenses in the form of the three great mountain ranges that surround it. Individual towns have made agreements with Virthal or Yadis, or even parts of the Great River Runway to food and minerals in exchange for manufactured goods or other foodstuffs. This economic prosperity has led to peace, at least for the moment.
Rumors have persisted for years that a unit of guerrilla fighters from the remnants of the Moerasian army have persisted somewhere in the mountains. Originally exiled by the last Goblin Emperor, there is little reason to suspect the force actually exists. Brindol has often used the specter of a vast and terrible army as an excuse to raise taxes, but most real threats come from monsters, the Ghostlord to the southeast, or from bandits hiding in old dwarven ruins.
Demography and Population
Humans remain the predominant species in the region, with halflings, goblinoids, gillmen, lizardfolk, half-orcs, dwarves, duergar and vanara making significant minorities.
Hobgoblins and goblinoids are generally treated as second class citizens in most of the major cities of the region, and as a result have fled to a few of their own settlements to avoid persecution. While this persecution has diminished somewhat with time, many in the older generation remember the Moerasian tyranny, and are eager to return the favor.
Territories
Brindol: The second largest settlement in the Dreshlands, Brindol is a prosperous farming community famous for having a fortified wall built by the Empire of Moeras when it ruled the territory. The town is in poor repair due to mismanagement, and has a well-organized mafia enriching itself at the expense of the populace.
Dauth: A sleepy hamlet known for the Tired Giant Inn and an ancestral keep, burned two generations ago in a mysterious fire.
Dennovar: The unofficial capital of the Dresh Plantations, it once served as the seat of the colonial government. It maintains a lot of trade with Yadis, leading to numerous accusations that the government plans to sell itself out to the Hurricane King, but so far no deal has materialized. Oligarchs of a merchant council rule the city, which is also famous for maintaining shrines to most major deities in it's walls, built almost immediately before the Silence in an unfortunate display of timing.
Drellin's Ferry: A single dwarven bridge runs through Drellin's ferry, though the actual ferry itself is no longer needed now that the town's flooding has drained post-kraken. The town is otherwise unassuming, and devoted to farming and a quiet existence.
Elsircross: Baron Hargil Trask rules Elsircross with an iron fist, and has maintained his power through superstition and bigotry. He has enslaved his goblin population to ensure his continued rule, and has made plans to bring Red Rock temple into his expanding "kingdom".
Giantshield Mountains: While some stone giants still live within the Giantshield Mountains, griffons, dinosaurs and rogue druids are now the owners of this arid and rocky mountain range.
Hillwatch: A tiny hamlet with no inn, no tavern, and no trade, used as little more than a common town square for shepherds and cattle herds.
Holds of the Hammerfist; The three entrances to the long abandoned duergar thaig have been reclaimed not by children of Dwalin, but by Wyverns and drake-kin. Rumors of a dragon nest are ever-present, but a dragon has not been spotted in the Dresh Plantations in close to 200 years.
Lake Rhestin: Undead haunt lake Rhestin, the remains of the starved people of Rhest who could not leave the city. Thankfully there is little reason to traverse the lake, and most simply go around.
Marthron: The village of Marthton holds an ancient druid circle that has attracted game to the area for generations, making Marthton a popular destination for hunters of both beast and monsters.
Marth's Forest: This rugged woodland is named for Emperor Marth I, who abdicated the throne to become a druidic leader within the region. Rumor has it that Marth is still alive, acting as a freedom fighter for his fellow goblins, who can find sanctum within the dinosaur filled wood.
Nimon: A small tower built in place by Moeras centuries ago oversees fields of apple trees and pear trees, as well as chestnuts and orchards from the nearby hills. What none realize is that a Beholder was buried there by Virthalian Rangers centuries ago, and its dreams still manifest within the region.
Red Rock Temple: The copper mines of red rock continue to expand, and the first mine has been converted into a temple to the Four Stags of Dwalin by the local Dwarven populace. All the while Dwarves and Duargar alike search for new veins of copper to continue their dig.
Rhest: The ancient city and kingdom of Rhest is now abandoned, save for a few bands of bandits, undead, and at least one curse of wasting that laid the city low.
Talar: A tiny settlement ruled by an old town council of Hobgoblins, making it one of the few tolerant goblinoid settlements in the region.
Terrelton: A dusty town of livestock and leather traders and more than one brigand company who patrol the region as "honest merchants".
The Blackfens: While many of the swamps of the Dresh Plantations have dried in recent years, the Blackfens only grow more murky. Half-drowned farm houses, grey skies, and grassy islets are the rule in the Blackfens, and at least one FloodBorn of Virthal makes the Blackfens their home.
The Witchwood: A single coven of hags haunt the Witchwood, collecting sacrifices each year to appease their dark desires while cursing any who pass through their ancient and spider filled abode without paying proper tribute.
Witch's Crossing: The circle of druids known as the Keepers of Eth run Witch's Crossing as a sanctuary for the instruction of Changelings, and have set a policy that all those affected by hags may find sanctuary in their ancient circle.
Wyrmsmoke Mountains: A few inactive volcanic peaks dot the Wyrmsmoke Mountains, which are thought to be the home of numerous wyrms, wyverns and other flying monsters from out of the primordial days. Virthalian Rangers patrol the region regularly, or at least they did before the Kraken came.
Wyvernwatch Mountains: The remains of a great number of Dwarven tunnels intersect through the Wyvernwatch Mountains. The Dwarves of Kaz-Medeem themselves want these tunnels explored, but few have taken them up on their proposition due to the hive of beholders that reside within the tunnels depths.
Growing Strong
Alternative Names
The Dreshlands
Demonym
Dreshlanders
Government System
Oligarchy
Power Structure
Feudal state
Economic System
Barter system
Parent Organization
Neighboring Nations
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